Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Adam Drew

Pages: [1]
1
The Regiment / Titanfall
« on: April 08, 2014, 02:27:42 PM »
I'm giving some thought to hacking your hack to support a vaguely-Titanfall/MechWarrior inspired game. Probably the actual giant robots will play a slightly less-important role, and certainly they won't be as replaceable as they are in the videogame.

Any etiquette I ought to keep in mind with this? I don't have any intent to publish it, but if it rolls out really nicely, that may be a future goal. Likely it will just be my home group rattling around with it for a few sessions.

2
AW:Dark Age / Playtest report ("old" edition)
« on: March 09, 2014, 11:33:55 PM »
Despite @Vincent's post about the upcoming revision, we went ahead and played with what we had, and this is a report of our first session:

We made five characters, one of each of the current playbooks. Generally, character creation was quick and smooth, with no major snags. Players who were familiar with AW obviously had a slightly easier time of it, but new players didn't have any problems. Were I to do this again, I would probably send the "Common Knowledge" section out ahead of time for player prep, though in my experience nobody ever does their homework anyway.

Play was pretty straightforward. We started with everyone rolling Fortunes, because it produced a lot of tension and interesting problems on the map right away. I would say this was my favourite part. One of the big issues that Apocalypse World doesn't have is that everyone is assumed to start quite close to each other, geographically. That doesn't exist here, and so I made a a few triangles (one with two PCs and a troll, one with three PCs) and then moved things so everyone would end up in the same place by the end of the session. Everyone having obligations from Fortunes made that a lot easier, because I was able to find reasons for the organisations to be at odds (there's a forest full of trappers and outlaws that sits on the border between the War-Herald's relatively civilised domain and the Troll-Killer's more wild haunts).

I had somewhat expected it, but it was definitely the case that the Dragon-Herald and the Outlaw Heir tended to galvanise action. They are characters around which it is easy to collect a group. I'd be curious to see a game without those two books. I feel like it would be a bit more free, and the objectives of play would be less immediately obvious.

In terms of mechanical feedback, we had some troubles with the War-Herald's warband. We couldn't figure exactly when you would "use" traits like Large, or their Harm and Armour stats, other than the obvious, but if the obvious is true, then it is incredibly easy for the War-Herald to mark XP, since a single Battle could result in 5-6 marks. Given that there are a lot of potential fight-related XP marks to earn, combat seems strongly encouraged. This hangup was probably my least favourite part.

We had a single Prayer (the Wicker-Wise prayed to help the Outlaw Heir, who had blown a Take Stock roll) and it was cool. The Wicker-Wise player told us about the old god of the area, a god of prosperity who slept beneath the earth, giving bounty in the form of a nearby silver mine. The slumbering god rejected the blood sacrifice he was given, and my move was to foretell some badness. I'd say this was the biggest surprise, just how fun it was coming up with gods and sacrifice.

One of my players commented that personal goals that don't face other PCs don't have XP as an incentive. This is probably fine, since the reward for pursuit of those objectives is the completion of the objective itself, but it did sit strangely with my group.

Finally, the line between Take Stock and Take Bearing isn't entirely clear just from the names. The moves themselves are quite distinct, but my group thought the names could be a little clearer.

Overall, everyone had fun, and the game flowed naturally back and forth between rules and fiction. I dig it, and I'm excited for the next revision!

3
AW:Dark Age / (Slightly) more detailed review
« on: March 05, 2014, 12:29:27 AM »
I've gone through the rules and playbooks a few times now, and started making some notes. I'll post my thoughts about the Rules document first, and then the playbooks probably on Thursday.

Basic mechanics
It's been said elsewhere on this forum, but +1/-1 forward isn't particularly exciting. It is, however, very easy to remember and calculate, and keep the bonus from becoming overpowering.

Helping is very powerful in this formulation, and I like that it emerges directly from the narrative. It would be really interesting if someone invited to help could "betray" as well, though.

Harm & Fates, as said many times, are incredibly cool. For the final game, more detailed rules for how healing can help -- given that medicine is pretty much "clean it and pray" -- would be nice, but are probably not essential.

Bounty & Want are going to ultimately require some clarifying language. They make sense to people familiar with other AW games, but their scope and permanence, in both narrative and game-mechanical sense, might benefit from being made more explicit.

There's a reference to "each 10%" when talking about Holdings diminishing and increasing. Does this mean "every 10% of the original total" or "10% relative to the last recorded value"? ie, 500 reducing to 450 obviously triggers this. Does the next trigger happen at 400 or 405? Small difference, but it may eventually matter.

Several people have said that the Stats could use renaming, and I'm of two minds about it. On the one hand, they do smack of core AW. On the other, I'm sure people in the Dark Ages were referred to as hot, cool, and sharp, and certainly the weird/wyrd connection can't be topped.

Claim Your Right is a great move, and it reminds me of Throwing an Insult in SotI. I have a feeling it's going to result in a lot of dispute in meatspace and online. Who decides what you have a right to? Can you claim a right even if you don't have one? If so, what differentiates a just claim from a spurious one, other than lucky dice?

The timing of choices in Go Into Battle is great. Obviously, the precise order of the options in the final draft will result in battles feeling different. For example, if you move Impress/Frighten/Dismay up in the order, it becomes a more "powerful" option, and improve the value of psychological warfare.

I'm not certain what is meant by "drawing someone out." Is the same move used for analysing an opponent from across a battle line (I patiently observe Korig's movements by watching his army, and try to ascertain his strategy) as for getting to know someone in conversation? If so, it Hot the right stat for both of these moves?

Common Knowledge is, in general, great. It's incredibly efficient at conveying just the right amount of setting.

When it comes to inheritance, is it intentional that none of the three systems is, eg, gender-neutral primogeniture?

The bits on religion are also efficient and colourful. I like that none of the religious systems is depicted as monolithic.

The tech section is excellent, again conveying just the right amount of detail. It could perhaps use a brief discussion of languages, trade-tongues, and literacy. Also on the topic of trade, some discussion of coinage might be useful, even in vague terms.

The map is, of course, a classic AW touch. I'm a little concerned about how to depict some of the Interests, though. How am I supposed to draw "a subsidy from the ambitious and dissatisfied," for example?

Monster and Dragon rules are simple and evocative. I'm a little perplexed about how it will work if a Dragon is unable to consider the Herald as an enemy, though, especially if ignoring the Herald is also not an option. I worry that the Herald will just bully the Dragon into slavery by saying "if you don't obey me, it will make you my enemy."

That's what I've got for now!

4
AW:Dark Age / Doubling-up playbooks
« on: March 03, 2014, 03:08:33 PM »
I've got a playtest session scheduled for Sunday, but there's a small chance of having more people show up than playbooks. Is there a particular book you'd like to see from different angles that I ought to bring more than one copy of?

Pages: [1]